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+/*************************************************************************/
+/* space_bullet.h */
+/* Author: AndreaCatania */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* http://www.godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#ifndef SPACE_BULLET_H
+#define SPACE_BULLET_H
+
+#include "BulletCollision/BroadphaseCollision/btBroadphaseProxy.h"
+#include "BulletCollision/BroadphaseCollision/btOverlappingPairCache.h"
+#include "LinearMath/btScalar.h"
+#include "LinearMath/btTransform.h"
+#include "LinearMath/btVector3.h"
+#include "core/variant.h"
+#include "core/vector.h"
+#include "godot_result_callbacks.h"
+#include "rid_bullet.h"
+#include "servers/physics_server.h"
+
+class AreaBullet;
+class btBroadphaseInterface;
+class btCollisionDispatcher;
+class btConstraintSolver;
+class btDefaultCollisionConfiguration;
+class btDynamicsWorld;
+class btDiscreteDynamicsWorld;
+class btEmptyShape;
+class btGhostPairCallback;
+class btSoftRigidDynamicsWorld;
+class btSoftBodyWorldInfo;
+class ConstraintBullet;
+class CollisionObjectBullet;
+class RigidBodyBullet;
+class SpaceBullet;
+class SoftBodyBullet;
+
+class BulletPhysicsDirectSpaceState : public PhysicsDirectSpaceState {
+ GDCLASS(BulletPhysicsDirectSpaceState, PhysicsDirectSpaceState)
+private:
+ SpaceBullet *space;
+
+public:
+ BulletPhysicsDirectSpaceState(SpaceBullet *p_space);
+
+ virtual int intersect_point(const Vector3 &p_point, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_layer = 0xFFFFFFFF, uint32_t p_object_type_mask = TYPE_MASK_COLLISION);
+ virtual bool intersect_ray(const Vector3 &p_from, const Vector3 &p_to, RayResult &r_result, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_layer = 0xFFFFFFFF, uint32_t p_object_type_mask = TYPE_MASK_COLLISION, bool p_pick_ray = false);
+ virtual int intersect_shape(const RID &p_shape, const Transform &p_xform, float p_margin, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_layer = 0xFFFFFFFF, uint32_t p_object_type_mask = TYPE_MASK_COLLISION);
+ virtual bool cast_motion(const RID &p_shape, const Transform &p_xform, const Vector3 &p_motion, float p_margin, float &p_closest_safe, float &p_closest_unsafe, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_layer = 0xFFFFFFFF, uint32_t p_object_type_mask = TYPE_MASK_COLLISION, ShapeRestInfo *r_info = NULL);
+ /// Returns the list of contacts pairs in this order: Local contact, other body contact
+ virtual bool collide_shape(RID p_shape, const Transform &p_shape_xform, float p_margin, Vector3 *r_results, int p_result_max, int &r_result_count, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_layer = 0xFFFFFFFF, uint32_t p_object_type_mask = TYPE_MASK_COLLISION);
+ virtual bool rest_info(RID p_shape, const Transform &p_shape_xform, float p_margin, ShapeRestInfo *r_info, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_layer = 0xFFFFFFFF, uint32_t p_object_type_mask = TYPE_MASK_COLLISION);
+ virtual Vector3 get_closest_point_to_object_volume(RID p_object, const Vector3 p_point) const;
+};
+
+class SpaceBullet : public RIDBullet {
+private:
+ friend class AreaBullet;
+ friend void onBulletTickCallback(btDynamicsWorld *world, btScalar timeStep);
+ friend class BulletPhysicsDirectSpaceState;
+
+ btBroadphaseInterface *broadphase;
+ btDefaultCollisionConfiguration *collisionConfiguration;
+ btCollisionDispatcher *dispatcher;
+ btConstraintSolver *solver;
+ btDiscreteDynamicsWorld *dynamicsWorld;
+ btGhostPairCallback *ghostPairCallback;
+ GodotFilterCallback *godotFilterCallback;
+ btSoftBodyWorldInfo *soft_body_world_info;
+
+ BulletPhysicsDirectSpaceState *direct_access;
+ Vector3 gravityDirection;
+ real_t gravityMagnitude;
+
+ Vector<AreaBullet *> areas;
+
+ Vector<Vector3> contactDebug;
+ int contactDebugCount;
+
+public:
+ SpaceBullet(bool p_create_soft_world);
+ virtual ~SpaceBullet();
+
+ void flush_queries();
+ void step(real_t p_delta_time);
+
+ _FORCE_INLINE_ btCollisionDispatcher *get_dispatcher() { return dispatcher; }
+ _FORCE_INLINE_ btSoftBodyWorldInfo *get_soft_body_world_info() { return soft_body_world_info; }
+ _FORCE_INLINE_ bool is_using_soft_world() { return soft_body_world_info; }
+
+ /// Used to set some parameters to Bullet world
+ /// @param p_param:
+ /// AREA_PARAM_GRAVITY to set the gravity magnitude of entire world
+ /// AREA_PARAM_GRAVITY_VECTOR to set the gravity direction of entire world
+ void set_param(PhysicsServer::AreaParameter p_param, const Variant &p_value);
+ /// Used to get some parameters to Bullet world
+ /// @param p_param:
+ /// AREA_PARAM_GRAVITY to get the gravity magnitude of entire world
+ /// AREA_PARAM_GRAVITY_VECTOR to get the gravity direction of entire world
+ Variant get_param(PhysicsServer::AreaParameter p_param);
+
+ void set_param(PhysicsServer::SpaceParameter p_param, real_t p_value);
+ real_t get_param(PhysicsServer::SpaceParameter p_param);
+
+ void add_area(AreaBullet *p_area);
+ void remove_area(AreaBullet *p_area);
+ void reload_collision_filters(AreaBullet *p_area);
+
+ void add_rigid_body(RigidBodyBullet *p_body);
+ void remove_rigid_body(RigidBodyBullet *p_body);
+ void reload_collision_filters(RigidBodyBullet *p_body);
+
+ void add_soft_body(SoftBodyBullet *p_body);
+ void remove_soft_body(SoftBodyBullet *p_body);
+ void reload_collision_filters(SoftBodyBullet *p_body);
+
+ void add_constraint(ConstraintBullet *p_constraint, bool disableCollisionsBetweenLinkedBodies = false);
+ void remove_constraint(ConstraintBullet *p_constraint);
+
+ int get_num_collision_objects() const;
+ void remove_all_collision_objects();
+
+ BulletPhysicsDirectSpaceState *get_direct_state();
+
+ void set_debug_contacts(int p_amount) { contactDebug.resize(p_amount); }
+ _FORCE_INLINE_ bool is_debugging_contacts() const { return !contactDebug.empty(); }
+ _FORCE_INLINE_ void reset_debug_contact_count() {
+ contactDebugCount = 0;
+ }
+ _FORCE_INLINE_ void add_debug_contact(const Vector3 &p_contact) {
+ if (contactDebugCount < contactDebug.size()) contactDebug[contactDebugCount++] = p_contact;
+ }
+ _FORCE_INLINE_ Vector<Vector3> get_debug_contacts() { return contactDebug; }
+ _FORCE_INLINE_ int get_debug_contact_count() { return contactDebugCount; }
+
+ const Vector3 &get_gravity_direction() const { return gravityDirection; }
+ real_t get_gravity_magnitude() const { return gravityMagnitude; }
+
+ void update_gravity();
+
+ bool test_body_motion(RigidBodyBullet *p_body, const Transform &p_from, const Vector3 &p_motion, real_t p_margin, PhysicsServer::MotionResult *r_result);
+
+private:
+ void create_empty_world(bool p_create_soft_world);
+ void destroy_world();
+ void check_ghost_overlaps();
+ void check_body_collision();
+
+ bool recover_from_penetration(RigidBodyBullet *p_body, const btTransform &p_from, btScalar p_maxPenetrationDepth, btScalar p_depenetration_speed, btVector3 &out_recover_position);
+};
+#endif